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NecroTheReaper

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Everything posted by NecroTheReaper

  1. Is it possible to get into the j.K>j.6KS juggle from it? Typically if that works, you can modify it for other stuff
  2. Does the new 5D forward chase give he anything midscreen? I got pretty good at doing Dust>dash task C combos, itd be disappointing if we didn't get any new tricks from dust
  3. If they don't have meter for a DP yrc, you can do Helios>236K>c.S>5H>2D> safe jump and it sets up for some tricky corner crossups.
  4. I've had c.S>5H>tk A work on Sin before, but it's got to be the most perfect to anyone has ever seen. Overall, the c.S>6P route is better anyway for Sin. Is there something I'm missing with the 6H>task A RRC combo into sj.KH>air task C? I don't do it because it never works for me so I instead to 6H>236P>RRC>886j.KS>c.S>f.S>2H>883j.P>236HS on standing or 6H>236P>RRC>886j.KS>5H>5D>2366H on crouching for flashiness.
  5. So I went and looked at a few things today, most of them being Badman's damage. You guys expect to see it tuned down at some point or think it's fair as is? I bring this up because Badman has Millia levels of mix-up, and high average damage to accompany it. Looking through the cast, I think only Sin is able to beat Badman's damage in a mid-screen non CH punish, and he doesn't get the oki we do. Not to mention, most of our damage is between 140-200 damage. This is mostly out of boredom cuz I don't wanna see the Badman forums as dead as they are xD
  6. Does anyone have any optimal greybeat combos after a 2H? I ask for when you have them afraid of FD cancel air grab resets.
  7. If you manage to JI task C, it gives you an incredibly fast jump option that you can still hover out of. Could be useful for avoiding a very select few zoning options, but yeah, I hadn't found much use for it (however, there is a very tight YRC window if you cancel f.S into task C, so that's a thing). If you -could- pick up with a 2P>c.S, couldn't you also potentially do a so into air task C combo? Also, you can do the DV seal wiff>2H>air combo on 3H CH
  8. Does anyone else use 5H or 1/2H into tk task B RRC to force an immediate high-low situation? I started doing it by accident until I realized how few I saw people blocking it, then it actually became a successful plan lol
  9. It's not read as invulnerable to air moves. All it means is that you are classified as airborne, so ground grabs and stuff like that can't hit you out of it (and some low invulnerability). Also let's you RC it and become airborne (some moves only look airborne, so if you RC em, you're grounded)
  10. I'd love to do that but my work schedule calls for me being up at 5 AM so weekdays would probably kill me, not to mention you guys all live out 30-40 minutes from me
  11. Just found out that Bedman 2P can interrupt Venom's 6P>6H gatling from just about any distance if you IB it. His hurtbox extends pretty far during this move doesnt it?
  12. Safejump j.S, empty jump 2K/throw, walk up meaty j.D or 2K (throwable, but j.D is comboable on CH so there's incentive not to mash grab), 6H crossups, 6H YRC shenanigans, IAD FDC mixups
  13. Are you making sure to do them on the right characters? Cuz there's a lot of character specific ones that you gotta watch out for
  14. Also, just to clarify, if you RRC a move, it doubles the block/hitstun that they're in right?
  15. I'm just gonna add in that unless the frame data is wrong, 5H is gapless into j.D unless on IB (which is a 2f gap). So if theyre not IBing it, its a guaranteed 50/50.
  16. Maybe my issue is, I cant use Bedman's 6P. I have had very few situations where his 6P has actually beaten out an air move that wasnt highly telegraphed, so that would lowery ground game to just f.S, which while it isnt bad, there are characters with a better f.S.
  17. Walking carries the least risk and gives meter, but it also is very passive and a lot of characters can outdo Bedman at midrange. I'm not sayin that you should only airdash, but you shouldn't be getting AA'd every time you decide to do so. Getting that first knockdown with Bedman is veeeeery bad for the opponent since most combos leave you with 25 meter and a DV seal, so I say press the risk every now and then.
  18. I definitely do not agree with his jumpins being just easy to AA. The reason why is you shouldnt just be rusing straight at them the whole time with it. And even if you do, the only option they have to straight up punish you is an airgrab since you can cancel Bedman's airdash into FD. You have several options to stop them from beating you (though some is matchup dependant). 2H is a level 4 move and the opponent is easily pushed into its hitbox from c.S>f.S gatling. This is very good for many things and there's many ways to beat their options from here (they all have their own risk/rewards though). From a blocked 2H, using Bedman's airdash, you can: -886 j.KPP or j.KS (typical pressure extension after you have respect) -886 FD cancel j.6PH (a complicated input, but will airgrab many people who try to jump out) -889 j.P (wiff) falling air normals or air task C (throw off their attempted AA) -tk Task B RRC (beats a lot of rising air normals, converts easily, and if you RRC air task B late enough, you get the seal, plus forces them into a high/loow scenario) -tk or non tk task A (tk beats many low profile moves including stun dipper, non tk is an AA bait especially when YRC'd) -881/2 2H (typical hard AA callout, can get task C knockdown regardless of CH) -any task moves (typically these are usually unsafe in one way or another, but they're some of the fastest options and can have occasional uses. -883 j.H wiff (gets you back to the ground really fast and doesnt put you right in their face) -DV (seals out or no, you shorten the recovery of the move without jumping. Doesnt really accomplish much though, so not very useful). Really if you're getting predictably AA'd, you need to focus on more mobile uses of his FD cancels and learning when its appropriate to use air task B for movement. I find there's only like 3-5 characters I cant play an air game fairly.
  19. That makes sense. Though thinking about it, since Dust combos can net you 3 seals in the corner, does having more than one increase the invul time you have?
  20. Is it grab invul as well? It would be hilarious if while a B seal was out, you walk forward and task A right on their body.
  21. This only tested with Sol and Sin? Cuz Leo and Axl would also be great victims for this kinda tech. Honestly it doesnt feel intentional and probably is a bug, but tech is tech, and I will use it xD. Of the actual thing, have you tried it on any reversal supers? Most of them are multi-hit moves, so I doubt it'd work as well, but kinda funny if you can screw someone out of 50 meter lol
  22. In the most recent Sabamiso matches that were posted, did 2H get changed or did he just miss-input it as 3H frequently?
  23. I'd still use 883j.P combos on El and May. Figured out that May is a LOOOOOT easier to do it on if you delay the 883 ever so slightly. Same helps on El, but she's easier to do it on anyway.
  24. I use it, but +6 isnt enough a lot of times because of how short ranged it is with how much pushback it has. You either have to space it so that throws wiff but followups are hard or OR you can get thrown but are close enough for followups. Typically I use dust in DV B YRC mixups since it gets you a good corner carry combo midscreen and triple seals in the corner.
  25. Do we have all of our MU threads moved/posted yet? Cuz I'm really struggling with the Venom MU here lol
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